/*
 * This file is part of the CMaNGOS Project. See AUTHORS file for Copyright information
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#ifndef _TILEASSEMBLER_H_
#define _TILEASSEMBLER_H_

#include <G3D/Vector3.h>
#include <G3D/Matrix3.h>
#include <map>
#include <set>

#include "ModelInstance.h"
#include "WorldModel.h"

namespace VMAP
{
    /**
    This Class is used to convert raw vector data into balanced BSP-Trees.
    To start the conversion call convertWorld().
    */
    //===============================================

    class ModelPosition
    {
        private:
            G3D::Matrix3 iRotation;
        public:
            G3D::Vector3 iPos;
            G3D::Vector3 iDir;
            float iScale;
            void init()
            {
                iRotation = G3D::Matrix3::fromEulerAnglesZYX(G3D::pi() * iDir.y / 180.f, G3D::pi() * iDir.x / 180.f, G3D::pi() * iDir.z / 180.f);
            }
            G3D::Vector3 transform(G3D::Vector3 const& pIn) const;
            void moveToBasePos(G3D::Vector3 const& pBasePos) { iPos -= pBasePos; }
    };

    typedef std::map<uint32, ModelSpawn> UniqueEntryMap;
    typedef std::multimap<uint32, uint32> TileMap;

    struct MapSpawns
    {
        UniqueEntryMap UniqueEntries;
        TileMap TileEntries;
    };

    typedef std::map<uint32, MapSpawns*> MapData;
    //===============================================

    struct GroupModel_Raw
    {
        uint32 mogpflags;
        uint32 GroupWMOID;

        G3D::AABox bounds;
        uint32 liquidflags;
        std::vector<MeshTriangle> triangles;
        std::vector<G3D::Vector3> vertexArray;
        class WmoLiquid* liquid;

        GroupModel_Raw() : mogpflags(0), GroupWMOID(0), liquidflags(0), liquid(nullptr) {}
        ~GroupModel_Raw();

        bool Read(FILE* rf);
    };

    struct WorldModel_Raw
    {
        uint32 RootWMOID;
        std::vector<GroupModel_Raw> groupsArray;

        bool Read(char const* path);
    };

    class TileAssembler
    {
        private:
            std::string iDestDir;
            std::string iSrcDir;
            bool (*iFilterMethod)(char* pName);
            G3D::Table<std::string, unsigned int > iUniqueNameIds;
            unsigned int iCurrentUniqueNameId;
            MapData mapData;
            std::set<std::string> spawnedModelFiles;

        public:
            TileAssembler(std::string const& pSrcDirName, std::string const& pDestDirName);
            virtual ~TileAssembler();

            bool convertWorld2();
            bool readMapSpawns();
            bool calculateTransformedBound(ModelSpawn& spawn);

            void exportGameobjectModels();
            bool convertRawFile(std::string const& pModelFilename);
            void setModelNameFilterMethod(bool (*pFilterMethod)(char* pName)) { iFilterMethod = pFilterMethod; }
    };
}                                                           // VMAP
#endif                                                      /*_TILEASSEMBLER_H_*/
